Wizard Kittens
Wizard Kittens
Wizard Kittens
INTRODUCTION
A group of wizard kittens has accidentally unleashed the
contents of a book of curses! You and your fluffy friends
must collect the escaped curses and put them back before
Professor Whispurr, the librarian, catches you! If you perform
the best magic (earn the most points) while putting all the
curses back in their tome, then you win! But if you don’t
manage to put all the curses away before Professor Whispurr
arrives, then the Cleanest Paws Clause applies—and the kitty
with the least magical components around them will get away
scot-free and win!
COMPONENTS
48 Ritual component cards
1 Caught! Card
12 Artifacts 12 Scrolls
12 Curses
SWAT
two of your cards
to the discard
4 New Rules
SWITCH
the location of
any two cards
7 Extra Credits
4 Wizard Kitten Character Cats
Advanced rules!
You’ll see advanced rules boxes
like this throughout the text.
They’re explained more on 15 Chapter Cards 4 Spell Tokens
page 16, but if this is your first (5 sets of
time playing, ignore them!
chapters 1-3)
SET-UP D
(3-4 Players)
For Each Player:
any two cards
the location of
SWITCH
additional card
draw one
A
SUMMON
General Set-Up:
∂∂ Place another set of chapter This is a ritual circle.
Ritual circles are your
cards near the center of the table play area, and in
in a column, with chapter 3 face particular, all the cards
in your chapters are in
down, for the curse cards . H
to chapter 2) . SLING
one of your card to
another ritual circle
SWAT
two of your cards
to the discard
Deck Set-Up:
SWITCH
additional card
draw one
SUMMON
F A
into the pile of 20-22 cards and
B stack it on top of the 10-card
pile with the Caught! card.
C
◆◆Stack the final 10-card pile on
top of the deck .
E
∂∂ Separate the 3 curse types by
difficulty: Low (teal), Medium
(orange), and Hard (Purple).
∂∂ Randomly draw two of each
I curse type and remove the
leftovers from play.
∂∂ Shuffle the selected curse cards
together to create this game’s
curse deck .
∂∂ Place one curse card in each
open chapter in the center of
the table .
C
The starting player is the human
who has most recently fed a kitty
B
(or petted a kitty, or seen a kitty)!
F
ADVANCED:
A SUMMON
draw one
additional card
SLING
one of your card to
another ritual circle
SWAT
two of your cards
to the discard
SWITCH
the location of
TURN
If your spell marker is on
SUMMON at the start of
your turn, you must cast
one of the other spells.
Draw one ritual component and
place it in your ritual circle. You can
place it next to any of your opened
(face-up) chapter cards.
EXAMPLE
This player will defeat
the Purrmaid Curse
at the end of their
turn with the Artifact,
Artifact, and Scroll.
EXAMPLE
This player will defeat the
Purrmaid Curse with the
Artifact, Artifact, and
Scroll. They will keep the
Potion and Familiar with
the defeated Curse—
those excess cards are
worth -1 point each at the
end of the game.
When you defeat a curse card, put it Finally, draw a new curse from the
near your character kitten. Discard curse deck to fill in the empty chapter
all of the needed ritual components in the center of the table. If there are
from the matching chapter. Place any no curses left in the curse deck, skip
extra ritual components from that this step.
chapter with the curse card. They are
each worth -1 points at the end of the
game.
CHAOS CAT
Chaos Cat is hidden in the middle of the ritual
component deck. When someone draws the Chaos
Cat, flip up the Chapter 3 slot in all kitten’s ritual
circles and in the center of the table. When you open
up Chapter 3 in the center of the table, flip up a new
curse from the curse deck to fill that space (unless
the curse deck is empty).
ADVANCED
When someone draws the Chaos Cat, ALSO add
a new Chaos Cat Rule card! Follow the instruc-
tions on the Rule card. Sometimes, something
happens immediately, and there is no other
effect. Other times, the Chaos Cat will add a new
When a curse is defeated,
rule that lasts for the rest of the game. the kitten to the RIGHT
collects one of the ritual
componants (their choice)
before they are discarded.
END OF GAME
The game can end in one of two ways:
1. All 6 Curses have been defeated!
2. Someone draws Professor Whispurr
from the components deck, and the
kittens are caught!
SCORING
When the game comes to an end, all kittens should score their points.
∂∂
Add up: WHISPURR:
∂∂
Points from all your defeated Add up:
∂∂
curses Points from all your defeated
∂∂ ∂∂
Bonus points from defeated curses curses
∂∂
-1 point penalties from extra Bonus points from defeated curses
component cards used to defeat -1 point penalties from extra
∂∂
curses component cards used to defeat
∂∂
Bonus points from Extra Credit curses
∂∂
cards Anyone with 10 or more points
∂∂
MOST POINTS WINS! loses!
∂∂
If you have 9 or fewer points:
Count up cards remaining in your
∂∂
ritual circle
FEWEST CARDS WINS!
EXAMPLE
This player defeated the
-1
Vampire Curse during the
game, but had two extra
cards when they did. At
the end of the game, those
-1
cards count as -1 points,
so the Vampire Curse is
worth 6 points total.
EXAMPLE
This player defeated the
Breadhead Curse during
the game. At the end of
the game, they have two
Artifacts in Chapter One
of their ritual circle. Each
Artifact is worth +1 point
because of the Breadhead
Curse, so they get +2
points, for a total of 7.
EXAMPLE
The game ends when a player
defeats the last Curse. Now,
players check extra credit. In
this player’s case, they have
three of a kind in their ritual
circle at the end of the game,
so they score +5 points.
WINNING THE GAME
IF ALL CURSES ARE DEFEATED:
∂∂ The kitten with the most points wins! Remember, points come from
defeated Curse cards, including their special effects and negative points
from extra components, and from extra credit cards.
∂∂ If there is a tie in points, whoever has defeated the most curses wins! If
there is STILL a tie, the kitten with the fewest ritual components left in their
ritual circle wins! If there is EVEN STILL a tie, then the tied kitties both win!
EXAMPLE
This player defeated the Catnap
Curse and the Scaredycat
Curse, earning them 6 + 6 = 12
points. They also had two extra
Potions when they defeated the
Scaredycat Curse, costing them
-2 points.
EXAMPLE
The Scaredycat Curse
also grants +1 point
for each Scroll left
in the player’s ritual
circle at the end of the
game. The player has 1
Scroll left for +1 point.
EXAMPLE
Finally, the player’s
Extra Credit grants +1
point for each Potion
left in their ritual
circle, for another +2
points, and a total of
13 points.
EXAMPLE
For the Cleanest Paws
Clause, a player needs
the fewest cards left
in their ritual circle
to win the game! This
player has 2 cards left
—a small number...but
maybe not the smallest!
Advanced Rules
After you’ve played a few times, you may want to add in some of these
advanced rules to spice up your games of Wizard Kittens!
Chaos Cat
As noted in the Chaos Cat section of the rules, you can play with Chaos
Cat’s New Rules! Every time Chaos Cat comes out of the component deck,
instead of just opening up the Chapter 3 cards, you can pull the top card
from Chaos Cat’s New Rules. This will either add a new rule that lasts until
the game ends, or it will have an immediate effect on the game. Either way,
it will produce chaos!
Advanced Kittens
On the back of each kitten card is an advanced version of the same kitty.
Advanced kittens have three of the base spells, and one special spell all
their own! These advanced spells make some strategies better and some
worse, and mostly add asymmetry into the game. Here are the advanced
kitten abilities for the kittens in this core set:
∂∂OVERFLOW: (Replaces Summon) Draw two cards, keep one, and give
the other to another kitty.
∂∂AVALANCHE: (Replaces Sling) Sling a card from your ritual circle and
the top card of the deck at another kitty.
CREDITS